GK2DB Graveyard Keeper 2 database

Walkthrough II: From the Port to the Election

Picking up where the Opening Walkthrough ends. Past the port bridge, the story fans out into about six threads running side by side, and the Story Tree spreads to over twenty columns. Every one of them leads to the same checkpoint: the village election (Campaign of Thrones). To start it you need 60 reputation with Herbert, 60 with Linda and 50 with Gunter. Those targets are the full amount each of them can hand out before the vote, which means you have to finish nearly every side story in this part. When the election refuses to start, look for a missing quest in this table:

Target Every quest that counts toward it (10 reputation each)
Herbert 60 Certificate, Please, Grave Expectations, First… Sludge?, Herbert and?, Reader for a Warrior, Safe zone.
Linda 60 Safe Harbor (10 for the shop, 10 for the paint), Strings and Sinners (10 for the violin, 10 for the incense), Book Broker, Plague Me Maybe
Gunter 50 Friendship Written in the Stars (the cards), Congregation Trouble, Rhyme and Printed, Stars, Lies, & Contracts, The Ingenious Gentleman Don Keyote

Three other characters are pulled in along the way. Linda’s final quest is locked behind 50 reputation with Albert. Gunter’s contract has to be signed by Jack at 60. And the person who reads to Herbert is Agatha, who first wants a choir that needs 30 reputation with her. Their stories, covered below, are therefore part of the election too.

A scheduling note: in this part, most town battles can only be launched on Sloth day. The sewer battles are like the first battle and can be launched any day.

Arriving at the port

  1. Docked and Found. Step onto the bridge east of the battlefield; Jack lets it down from the other bank. That’s 10 reputation with Jack and a further 10 town quality.
  2. The warehouse. Follow Jack there. The Trademaster, from the merchants’ guild, cuts in to say the building is town property. When the door opens, go in: the place is bare, so Jack asks you to provide the town with iron instead. That visit kicks off three threads together (the forest road, Jack’s iron order and the Trademaster’s lenses) and unblocks one of the blockages in the warehouse cellar.
  3. Gunter. In Friendship Written in the Stars, enter the Astrologer’s Tower at the port and put all three questions to Gunter. He’d like a tarot deck from Linda. The cards earn you 10 reputation, and once he’s that fond of you he sends three ready-made zombies home with you and his shop reaches tier two.
  4. Linda. Go into the Dockside Club and speak to Linda for Safe Harbor. She teaches you the Market Stalls I technology and wants the old shop beside the club restored. Report back when it’s finished and you’ll get the Deck of Cards for Gunter.
  5. Crystal Clear. The Trademaster, at the Main Pier, trades with you after you bring him 3 Lenses. Eight sand in a furnace gives 2 Lenses.

Docked and Found’s town quality lifts your happiness cap. Finishing Safe Harbor gives you a first batch of Linda’s new people to recruit on any day you like; every batch after that is Lust day only. The Port shows where everyone stands.

Reopening Jack’s workshop

Step What to do Jack’s reputation
Workshop Hours Take his Supply: Iron order from the order board in the warehouse, set one crate on a pallet there, then tell him the order is filled. +10, and his shop goes to tier two
Plaza Battle Win Market Square Purge (2 squads, defence 22) to clear the route to his workshop in town. none
Jack’s Back in Business Enter the workshop. +10
Give materials Hand over 5 Building Kits I and 5 Wooden Kits I. +10 once both are delivered

Start the iron order as early as you can: it takes a week at the very least. Orders are only handed out on Pride day, and pallets are only checked the following Pride-day morning. You pack the crate at a woodworking workbench from 6 Iron Ingots, 4 Boards and 8 Bronze Nails, using the recipe that comes with Iron Forge. Completing the order also opens the Market Square battle.

With these three, Jack stands at 60: two quests for the boat, one for the bridge, three here. That’s precisely the amount Gunter’s contract calls for later on.

At 40 reputation, Jack also unlocks the factory beneath your house. The Circular Saw sits under a technology gated on 40 with him, and its beams are what Reinforced Beams are made from; the underground blockages demand those. Don’t leave the factory for too long, because Jack wants a tour of it in the next part. See The Factory.

Clearing the southern districts

Two of Herbert’s reputation quests come out of the fighting. Visit him in the Barracks after the first battle for First… Sludge? (10 reputation), which opens the next camp. Clear three districts and Safe zone. gives him another 10.

District Battles, in order Squads Defence How it opens
Eastern Districts (Hope It Doesn’t go South) Active Scouting, Purge 1, 2 12, 20 Speak to Herbert
Central Districts (Street Battles) Part I, Part II 2, 3 36, 56 Take the Market Square
Sewers (Battles in the Sewers) Sewer Brawl I, Sewer Brawl II 1, 2 8, 24 Davy the Dagger (see below)

In the sewers you can’t place barricades or towers, so all your defence has to come from squads. Winning the first Eastern battle unlocks the equipment upgrade for your mercenaries. More in Combat and Battles.

A book for Herbert

After the first battle Herbert is in low spirits and would like something to read (Sad Captain, No Action). Davy the Dagger, in the Dockside Club, can find a romance novel, but only after you fight in the sewers on his behalf. Win Sewer Brawl I, then give him 1 Key for Looters; every sewer brawl pays out 3. He gives you the Love Novel, and handing it to Herbert completes Herbert and? for 10 reputation. Davy starts accepting orders at this point too, paid in keys and on Lust days only (his page has them).

The forest

Jack hints that there’s iron out in the forest, but the Forest Outpost guards won’t let you by without a pass. Getting one (Into the Forest) takes four stops:

  1. In the Village Tavern, ask Januarius to fetch Jully, the Head of the Village, and talk to him.
  2. Fix the Royal Postbox beside the tavern. You don’t need the Royal Signet from the prison; picking the “42-step verification” answer gets you the same result.
  3. Collect the Temporary Head of the Village Certificate from the postbox and give it to Jully, who writes out a Forest Pass.
  4. Show the pass to the guards at the forest (Forest Pass).

Inside you run into Hans and Sven, two ageing bandits (Forest Pass) who guard both the Old Mine and the bridge into the swamp. The mine tunnel is caved in and needs explosives. The bandits are keeping theirs for Robert, their late leader, so Larry pretends to be Robert and talks them round. Give Larry a Simple Candle (Can’t See The Forest for the Iron); the hour doesn’t matter. The bandits then part with one Dynamite. Blow open the cave in the Quarry with it to get into the Old Mine. The swamp bridge is dealt with in the next section; The Forest has the rest.

The fairy and the swamp

Call up the fairy early. Soul is summoned at your kitchen table (Chasing Fairy Lights) with Dream Dust, a Comet’s Tail and a Tooth; the Comet’s Tail is sold by Gunter. She explains who broke the world and hands you her Fairy’s Swamp Map. She also sets off the donkey’s strike (next section), provided the donkey has already had his first chat about the Nun back in the opening. Both the swamp and Agatha’s storyline are stuck until you’ve done this.

Crossing the swamp bridge (Go Wild in the Wild Lands). The price the bandits charge is a Royal Pardon plus the swamp map, and you don’t get either back. The Royal Postbox issues the pardon: request it, pay a 5 silver fine, and top up its ink with 3 Ink.

Head into the swamp. The fairy joins you partway, and at the Heart of the Swamp the Goddess of Nature tells you about the portal and about her brother, the Old God (Heart of the Swamp). Two threads begin here. The election starts the next time you enter the village, and Larry has a question about the portal (Any Portal in a Storm). The portal itself is covered in the next part, but there’s no harm in asking Larry, then Gunter, right away.

The donkey’s strike and Agatha

Once you’ve met the fairy, the donkey goes on strike. You still get bodies, though: the Nun delivers them in his place until it’s over. Go to the morgue, listen to the donkey’s grievances, and then:

  1. The Nun with the Hairy Ass. Find Agatha at the Crossroads and ask what she has against him. This needs 10 reputation with her, which you already earned with your first sermon.
  2. Her two conditions, in whichever order: raise the graveyard to quality 20, and fix the Manhole at the Crossroads with 2 Polished Bronze and 4 Polished Stone. The manhole is worth 10 reputation with her.
  3. Back to work. When both are done, ask her to bring back corpse delivery, and let the donkey know he can return (The Ingenious Gentleman Don Keyote).
  4. Gunter and the Necronomicon. This opens Gunter’s side: ask him about the Necronomicon once at 20 reputation and again at 30. He gives you the Necronomicon plus 10 reputation, and Reanimation Liquid shows up on the tech tree.

The choir

With Herbert’s novel delivered, Agatha is willing to read to him as long as she has 20 reputation with you (The Nun Also Reads). Her condition is a Choir in the church, which you get from Church Music I. That technology sits under a reputation node needing 30 with Agatha, and at this stage there are only three ways to get there: your first sermon, Nun of Your Business (5 Clean Paper and 2 Ink), and the manhole. So finish the donkey’s strike first. Then build the choir, tell Agatha, and hold a sermon that uses it for 10 reputation with her. Finally let Herbert know she’ll read to him (Reader for a Warrior), which is worth his 10.

One more of Agatha’s quests, Brawns and Brains, improves the bodies you receive. The election doesn’t need it, but the reputation it gives her counts at the ending; see Agatha.

Linda and Albert

The reputation you need from Linda and from Albert comes out of one storyline: a concert at the club, and what happens between the two of them afterwards.

Step Quest What to do Reputation
1 Safe Harbor Make Paint for the club. The quest teaches the technology; you mix the Paint in a laboratory. Linda +10
2 Varnish Before You Fiddle Albert’s late sister owned a violin. Bring him Lacquer for it, another laboratory product, and pass the Violin on to Linda. Albert +10, Linda +10
3 Strings and Sinners Bring Simple Incense for the club; the Trademaster stocks it. Linda +10
4 Concept for a Concert Start the concert. Lust day only. Albert +10
5 Personal Zombie Zone Put a zombie with 8 red skulls on the special table in Albert’s lab. Albert +10
6 Book Broker Speak to Linda after the concert. Linda +10
7 Plague Me Maybe Bring Linda a notebook and ask Albert if she can visit. He agrees on your second request, once he’s at 50 reputation. Leave them to it, sleep, then speak to each of them. Albert +10, Linda +10

For step 5, a bronze collar tops out at 5 red skulls, so use the 2 Golden Zombie Collars and 2 Reanimation Liquids the quest gives you as it starts. Albert keeps the zombie.

Where do Albert’s 50 come from? Opening the tower door for him and Sweet Dreams, both from the opening, then the Lacquer, the concert and the 8-skull zombie. In other words, Albert’s zombie has to be done before Linda’s final step.

Gunter’s PR work

  1. Congregation Trouble. After Gunter’s zombies are yours, hold your next sermon. Gunter catches you in the church afterwards: attendance dropped because the town is scared of your zombies, and he volunteers as your PR man. From now on his three zombies also count against your zombie limit. Talk it over in his tower, and his shop moves up to tier three.
  2. The Hypno-device. Buy a Hypno-device from Gunter, charge it with 1 Faith at a Formulation Bench, and give it back to him. Hold one more sermon for 10 reputation with Gunter. The PR Machine then appears at the port. It raises your zombie limit and only works on Gluttony day.
  3. Rhyme and Printed. Print a poetry book on a Printing Press from a notebook, 2 Ink and a three-star Story. The press is unlocked by the Newspaper technology, under a reputation node that wants 20 with Gunter. You get 10 reputation with him and a PR Agreement to take to Jack.
  4. Stars, Lies, & Contracts. Jack won’t sign until he has 60 reputation with you (see Reopening Jack’s workshop, above). Take the signed agreement back to Gunter for 10 more.

Holding the election

Once you’ve seen the Goddess, your next trip into the village finds the tavern shut (“We’re closed!”) and Jully in a rage over an election he’s been left to run by himself. Suggest a spring ritual at the Goddess’s shrine (Election Fever). Before agreeing he wants a sign that the Goddess will help him win, so you end up playing “the hand of God”. Januarius organises the vote, and he needs three helpers:

Helper Their job Can be asked at Says yes at
Herbert Keeping order at the vote 55 60
Linda Lending her club as the polling station 55 60
Gunter Running a PR campaign 45 50

With all three on board, the vote takes place in the Village Tavern (Campaign of Thrones), Jeffry against Heffry. When it’s over, speak to Jack and to Agatha in the tavern before heading for the door; otherwise you’re stopped with “It would be rude to leave without talking to everyone first.” Walking out closes the election, moves Januarius’s shop to tier two and opens the next stretch of the story.

The story goes on in Walkthrough III: The Portal and the Red Eye.

Notes

  • Every reputation quest matters. Herbert’s 60 and Linda’s 60 use up all they can give before the vote, and Gunter’s 50 is his entire supply. These quests count a second time at the end of the game, when each of the six characters needs 90.
  • Lust day is the only day for the concert and for Davy’s orders, and for Linda’s recruiting after the first round.
  • Sloth day is when most town battles can be fought. The sewer brawls and the first battle aren’t restricted.
  • The bandits take the swamp map and the pardon for good. There’s only one of each and nothing else uses them.
  • Save the golden collars for Albert. Bronze collars cap at 5 red skulls; the two golden ones the quest provides allow up to 10.
  • Gunter’s zombies use up your zombie limit. His PR Machine is the way to raise it; see his page.
  • Jack’s iron must arrive as a packed crate on the warehouse pallets. Ingots in your backpack don’t count.